On the digital entertainment side of media, there are examples of the same trend (that are frequently also labelled as “innovation”). For instance, Amazon, for a long time, has used crowdsourcing to determine which movies and shows it would produce. And that’s a big, obvious example. On less consumer-facing level at digital platforms and in development, I’ve experienced many teams more or less “internally” crowdsourcing their development process by allowing too many people with disparate tastes, areas of expertise and business goals to give creative notes on a project. Inevitably, projects get watered-down, regress toward the mean and join the internet “sameness” crap-trap… And it’ll only get worse as digital content gets more closely controlled by distributors.

Duffy explains some of the cons of this approach in advertising, and internal crowdsourcing is a problem in digital entertainment for the same reasons. But that G.K. Chesterton quote says it all for me.

I’m finished with college. Next semester, I’ll be taking yoga and independent studies. It ought to be a hoot.

But my capstone presentation was about web video distribution. Appropriately, I streamed it online. About 50 people were in and out during the live stream and hopefully they were all thinking, “I can’t wait to hire this kid in May!” Maybe not.

I’m especially proud of a concept I’ve engineered called “segment parsing.” I introduce it in the video — but there’s more to come soon.